Refactor engine shaders folder to have better organization

This commit is contained in:
2026-08-26 12:59:23 +02:00
parent 70155516c3
commit 14df537817
231 changed files with 409 additions and 407 deletions
@@ -207,7 +207,7 @@ void ParticleEmitterGPUGenerator::ProcessModule(Node* node)
auto roughness = tryGetValue(node->GetBox(3), 5, Value::Zero).AsFloat();
auto intensity = tryGetValue(node->GetBox(4), 6, Value::Zero).AsFloat();
auto octavesCount = tryGetValue(node->GetBox(5), 7, Value::Zero).AsInt();
_includes.Add(TEXT("./Flax/Noise.hlsl"));
_includes.Add(TEXT("./Flax/Math/Noise.hlsl"));
// TODO: build fieldTransformMatrix and invFieldTransformMatrix on CPU and pass in constant buffer - no need to support field transform per particle
_writer.Write(
TEXT(
@@ -619,7 +619,7 @@ void ParticleEmitterGPUGenerator::ProcessModule(Node* node)
String wsPos = position.Value;
if (IsLocalSimulationSpace())
wsPos = String::Format(TEXT("mul(float4({0}, 1), WorldMatrix).xyz"), wsPos);
_includes.Add(TEXT("./Flax/GlobalSignDistanceField.hlsl"));
_includes.Add(TEXT("./Flax/Utils/GlobalSignDistanceField.hlsl"));
_writer.Write(
TEXT(
" {{\n"
@@ -900,7 +900,7 @@ void ParticleEmitterGPUGenerator::ProcessModule(Node* node)
const Value stickForce = GetValue(node->GetBox(3), 5).AsFloat();
auto param = findOrAddGlobalSDF();
_includes.Add(TEXT("./Flax/GlobalSignDistanceField.hlsl"));
_includes.Add(TEXT("./Flax/Utils/GlobalSignDistanceField.hlsl"));
_writer.Write(
TEXT(
" {{\n"
@@ -924,7 +924,7 @@ void ParticleEmitterGPUGenerator::ProcessModule(Node* node)
{
COLLISION_BEGIN();
auto param = findOrAddGlobalSDF();
_includes.Add(TEXT("./Flax/GlobalSignDistanceField.hlsl"));
_includes.Add(TEXT("./Flax/Utils/GlobalSignDistanceField.hlsl"));
const Char* format = IsLocalSimulationSpace()
? TEXT(
" {{\n"